top of page

       Sketchfab              Model View              Page 1

     Garden Bench for an        IGDA project: Made with       3ds Max, Mudbox,             and Substance Painter

    Wooden Lamp for One       Community Tree House      Village: Made with 3ds           Max, Mudbox, and                Substance Painter. 

Description: This is possibly the last asset I created for One Community. This object didn't seem to give off a nature vibe when I was asked to sculpt in a wood-like texture, so I sculpted in a leaf and some wind lines to make it feel more nature-themed like the rest of the tree house. 

    Flowerpot Lamp for      One Community Tree       House Village: Made     with 3ds Max, Mudbox,   and Substance Painter. 

Description: This is another asset created for the nature theme of the tree house in which I played around with the opacity again, but this time with an emissive map, which seems to work well. 

     Leaf Clock for One            Community Tree House       Village: Made with 3ds          Max, Mudbox, and                Substance Painter. 

Description: This was the first object where I successfully blended the color of my maps with glossy opacity. Just when I thought there was no way to make this happen on  my end, I found a way by separating elements in a scattered OBJ when sculpting and painting, then applying the textures to the original OBJ, and it seems to work just fine! When the elements are separated, they avoid getting any sculpting and painting detail that I don't want. 

  Rocky Bean Bag Chair for       One Community Tree      House Village: Made with      3ds Max, Mudbox, and            Substance Painter. 

Description: An object I experimented with to see if I could make it look as much like cloth or leather as possible, while also trying to give it a fake,  rock-like texture to match the nature theme of the Tree House Village. 

  Tree Door for One          Community Tree House Village: Made        with 3ds Max,               Mudbox, and           Substance Painter

Description: A door asset created for the inside of the tree house in one of One Community's Tree House Villages. We used a Hobbit door as inspiration for this door's design. 

    Log Bed for One           Community Tree    House Village: Made           with 3ds Max,               Mudbox, and              Substance Painter

Description: This bed was certainly a big challenge for me, and I feel good that I overcame it. This particular model seemed to be a mix of some of One Community's inspiration photos. The biggest challenge was painting on the books behind the bed. 

TV Screen: Made with Blender and Sculptris

Description: This asset was created for one of the indie teams I work with. When texturing this in Sculptris, I tried my best to really challenge myself to create the back details that would normally be seen on the back of any flat screen. I had do something with the detail  because it didn't really feel like a TV before. 

Description: This asset was created for the same level in one of the game projects in IGDA as the Medusa lamp. It was a good thing I asked my teammates what they thought of my first try on this bench's texture, because the first time the stone was too rough. It looked so rough that it appeared it would cause someone's hand to bleed horribly just by touching it. After my second try, my teammates gave me a lot of positive feedback for this version. 

Single Bed: Made with Blender and Sculptris

Description: This was the first model I made in Blender that had more than one element. I wasn't sure how it worked in Blender, but through trial and error, I figured out how to attach the different meshes without any issues. I was happy how the bed turned out, because I also figured out how to smooth my objects in Blender. 

 Auto Body Shop Tires:     Made with 3ds Max,            Mudbox, and                Substance Painter. 

Description: This was created as a scene asset for an auto body shop environment that is currently in the works with a start-up team I work with. For the gaming project, I wanted the tires to look as realistically as possible without taking up too many polygons. The tires were pretty simple to make, and I feel like I have met my goal with this model. 

     Jason's Machete:          Created with 3ds Max,  Mudbox, and Substance Painter for an IGDA                       Project

Description: This model was specifically for a chess game that my chapter in IGDA plans to eventually publish on Steam as free-to-play. In one 48-hour Game Jam near Halloween, we decided try to create a chess game where chibi versions of classic killers such as Jason, Freddy, Michael, etc. go against chibi versions of ourselves as the victims on the chess board. After the Game Jam, we decided we really liked it, and made the decision to have it as our second gaming project. As of right now, I'm in charge of making the weapon assets. For this model, I wanted to make the machete look dirty, scratched, and worn as if it has been used a lot--but wanted the blood to look like it was very fresh, so I played around quite a bit with the glossiness. 

 Trashcan (Damaged) for       Auto Body Shop: Made       with 3ds Max, Mudbox,       and Substance Painter

Description: This object was made for an auto body shop scene within a horror game project that one of the teams I work  with really want to make a reality. Being in a small town with aged buildings, I figured, "why have the trashcan look brand new?". With that, I wanted to make the trashcan appear as if it had been through a lot, such as people spilling garbage on the side of it, slammed shut in anger from the top, and dented or kicked in by bored punks that pass by. I feel like I have captured the look, even if the trashcan has only experienced these things for a few years. 

bottom of page